[quote=“101mph”]My .02…
Weighted balls may best be used when you have your mechanics down to the point where you have the most efficient delivery possible.
Every piece of slack is gone, and you are loading and unloading as “perfectly” as you can. Precise rhythm and timing.
When you need to speed up the arm is when they might be the most beneficial.
There is some merit to them when they are used to “find and correct” mechanical inefficiencies (using the heavier balls the “en-grain” a more efficient arm path) though.
This can also be done with drill work, video feedback, radar feedback and a watchful eye.
The concern is when people try to use them as a “short cut” to try to achieve higher velocity without looking at they way they are throwing.[/quote]
good insight! I’ll agree that while they may stand alone for some as the only tool needed to reaching higher velocities, these seem to be the players that already had decent arm actions and other mechanical “guard rails” so to speak. Throwing the weighted balls then further ingrained these mechanics and taught the player’s CNS how to recruit more motor units etc.
However, if the basics are not there (arm action, pelvic action, etc) weighted balls may not be the best primary tool for developing high level throwing mechs (i.e. video tape might be a more crucial piece of the puzzle for certain players)
and by master each piece of the puzzle I only meant get comfortable enough with the feel of it that you can transfer the drill on to the next one.
A high level throw exhibits many characteristics. Ideally you want to see all of those characteristic that should be present in that segment of the kinetic chain for each specific drill. In BC 1 dont move on to BC 2 until you see the proper external rotation. In BC 2 dont move on until you’ve gotten your arm action quick (15-18 frames), and maintained the external rotation and whip you worked on in BC 1, etc.
Obviously this is not set in stone, but its the basic idea.